EP0745412A1 - Vorrichtung und Verfahren zum Spielen eines Spieles oder Spielereignisses - Google Patents
Vorrichtung und Verfahren zum Spielen eines Spieles oder Spielereignisses Download PDFInfo
- Publication number
- EP0745412A1 EP0745412A1 EP96303867A EP96303867A EP0745412A1 EP 0745412 A1 EP0745412 A1 EP 0745412A1 EP 96303867 A EP96303867 A EP 96303867A EP 96303867 A EP96303867 A EP 96303867A EP 0745412 A1 EP0745412 A1 EP 0745412A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- game
- participants
- participant
- control unit
- skill level
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/338—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using television networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/64—Miscellaneous game characteristics used for radio or television, e.g. television shows; used in front of an audience
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/409—Data transfer via television network
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8064—Quiz
Definitions
- the present invention relates to a method and associated apparatus for playing a common game or game event.
- apparatus for playing a common game or game event comprising means for providing the game and/or game event and transmitting the game or game event to each of the participants; control unit means for receiving game play inputs by each participant, producing game scores in response to the game play inputs and transmitting the game scores to a central processor; means for determining one of a plurality of skill levels of each of the participants for a particular game; means for storing the skill level of each participant for each type of game and/or game event; and a central processor for receiving the game scores from the control unit comprising means for grouping participants together having similar skill levels and communicating relative game scores to the participants only for that particular skill level.
- the present invention provides a means of allowing participants in a common game to compete only against other players having a similar skill level. This ensures that the motivational factor is maintained.
- each participant may all play with a common control unit, but preferably each participant is located remotely from the other participants and each participant or group of participants has a separate respective control unit.
- each control unit preferably filters and displays only those results messages which pertain to the skill level of the respective associated participant.
- the apparatus further comprises means for promoting or demoting to a relatively higher or lower skill level the more successful or unsuccessful players of each game.
- the system preferably provides a congratulatory message to a participant who is promoted to a higher skill level. This provides an added incentive to the game participants.
- Each participant may have a single skill level associated with a plurality of games.
- the means for storing the skill level stores a plurality of skill levels for each participant, each skill level being associated with a particular one of a plurality of games or game events.
- the means for providing the game and/or game event broadcasts the game and/or game event to the control unit in the form of a broadcast signal.
- the control unit comprises a stand alone device complete with a displaying mechanism (for example an LCD).
- the control unit may comprise a set-top box which overlays graphics and text onto a participant's tv screen or monitor on top of the broadcast signal, in which case one or more players can use the unit simultaneously.
- a method of providing a common game or game event the game or game event being played simultaneously by a plurality of participants, the method comprising generating the game and/or game event; transmitting the game or game event to each of the participants; receiving game play inputs from each participant; producing game scores in response to the game play inputs; transmitting the game scores to a central processor; determining one of a plurality of skill levels of each of the participants for a particular game; storing the skill level of each participant for each type of game and/or game event; receiving the game scores and grouping the participants together having similar skill levels; and communicating relative game scores to the participants only for that particular skill level.
- FIG. 1 illustrates the overall communication and control network used with the present invention and includes a central computer system (CCS) 11 which regulates or controls the overall system both as to the common game and its events for example, football, Wipeout, Fifteen to One, Horse Racing, or an off-line specialised game specifically directed to the player or customer, CCS 11 also controls things of a supervisory nature such as initialising game parameters and score ranges.
- CCS central computer system
- central computer system 11 broadcasts game data and results via link 13 by a suitable transmission medium which may conveniently be a TV serial distribution network such as the terrestrial broadcast network or cable system, or other link (such as the Internet or Digital Satellite) which is connected to radio and/or TV stations 14.
- a suitable transmission medium which may conveniently be a TV serial distribution network such as the terrestrial broadcast network or cable system, or other link (such as the Internet or Digital Satellite) which is connected to radio and/or TV stations 14.
- the customer or participant-player would also have their television receiver 17 which receives a TV signal via link 32, or from control unit 12 via link 80.
- the link 16 (which transmits game data and results), this includes either a vertical blanking interval (VBI) of a TV signal on which perhaps the game itself is being transmitted to the user or on a separate radio FM-SCA channel or other data format such as a cable modem.
- VBI vertical blanking interval
- Game data includes lockout signals involving player predictions as described in the '546 patent.
- the present invention contemplates a number of broadcasts but in particular both the use of football or horse racing broadcast live by television or TV game shows or a particular common game such as a trivia quiz which is initially generated or broadcast by the central computer system 11.
- the trivia quiz would be received on the display screen of the control unit 12 (not shown) which also includes game inputs (not shown) where the customer may respond; for example, as briefly discussed above, in a football or horse racing predicting a future event, or in the case of a TV game, giving a proper answer.
- each participant may have a single control unit with a single input device.
- one or more control units may have a number of input devices (e.g. four), each input device having an associated participant. That is, a control unit may be associated with a group of participants.
- Control unit 12 as described in the '546 patent may internally score the player and then at the end of the game, by an internal modem in control unit 12 (not shown but described in the '546 patent), game scores may be uploaded to the central computer system 11, by the links 18 and 19 which extend in the preferred embodiment through the telephone network 21 (or other data transmission network such as the Internet or Digital Satellite). As shown by the line 19, at the same time a telephone transaction or connection is made with the central computer system 11, other information such as skill level (that is tier advancement) may be downloaded to the control unit 12 and stored there in memory 20. This information may be downloaded via lines 18,19 (indicated by the dotted arrow heads 18',19') or via the alternative pathway 13,14,16. Thus in the preferred embodiment, control unit 12 will have permanently stored in it the skill level of a particular participant using the control unit; and moreover for that particular type of game.
- control unit may effect its skill level automatically according to some predetermined calculations for a game or group of games which in itself may be downloaded either over the phone line or the broadcast transmission path.
- Other embodiments may trade off the speed and reduced data transmission requirements gained by determining the ranked score internally to the control unit, by eliminating the need to store the skill levels within the control unit and allow the calculation to take place in the CCS 11 and broadcast individually to each control unit.
- MIS management information system
- central computer system 11 also in conjunction with central computer system 11 is a management information system (MIS) 22 which through the link 23 to the central computer system provides for overall operational control of the central computer system.
- MIS management information system
- the flow chart of Figure 2 illustrates the operation of the customer control unit 12 which includes processing capabilities such as microprocessor and memory capability (not shown; however, see the '546 patent).
- the decision is made as whether to enter a game by, for example, selecting the game from the listings menu or in another embodiment energising the control unit and allowing it to automatically receive information from the down link 16 (see Figure 1).
- block 27 asks whether a promotion flag has been set. As will be discussed below, this means a promotion from one skill level or tier to another. After this flag has been set, then on the display screen of the control unit there is displayed as shown in block 28 "Congratulations on your tier promotion".
- the message may be generated either in or after the game play effecting the promotion. Then a path goes to block 29 where the customer's current tier level is displayed.
- the tier level for a particular game is permanently stored.
- the central computer system 11 would also include this information. But the fact that the customer control unit has knowledge of the tier level for each game is an advantage for the following three reasons:
- the player in block 31 plays the particular game (be it football, horse racing, quiz show etc.) and the control unit as described in the '546 patent will score the player.
- the telephone uplink Blocks 18,19,21 may send score tier information to the CCS Block 11.
- the central computer system 11 when the central computer system 11 receives sufficient score information, it will determine the final results and transmit them to the control units 12.
- the preferred embodiment being the transmission of a histogram of percentile ranking, although other data formats could be used.
- the user's control unit 12 will filter only those results messages which pertain to that particular skill level of tier.
- the relative game scores are effectively communicated by way of display, that is, only for that particular skill level.
- Figure 3 shows a table of various skill levels or tiers where all members or players start off at the challenger level, then advance to qualifier; champion; master and legend.
- first challenger level there may also be a number of sub-levels (for instance seven levels indicated at 1-7) for each major level.
- sub-levels for instance seven levels indicated at 1-7) for each major level.
- FIG 4 in block 41 when there is a brand new customer (that is, a player has entered the game for the first time) that game, and for that matter all the other games, are initialised at the lowest tier level 1. This may also happen if a control unit is changed. This decision would be made at the central computer system 11 in conjunction with the management information system 22 or by the control unit itself.
- each control unit may have a single tier level, applicable for all games.
- the tier level associated with the control unit may vary in accordance with the game or generic game type being played.
- each input device may have an associated tier level.
- the preferred method of tier change is shown in Figure 5.
- the transmissions broadcast by the CCS 11 are received by the control unit 12. If the message is a score result 70 then the control unit decides at 71 if the score for that unit when compared with the values for tier updating for that particular game and the past performance of the user for that game affect the tier level. If so the tier level is updated at 72.
- This embodiment allows the tier level to be affected without the need for telephone calls to take place. The process is transparent to the user and occurs when any game is played.
- FIG. 6 An alternative method of tier information change is shown in the flow chart of Figure 6 where either any telephone transaction, as shown in block 43, is made by a control unit with the central station, or individual messages are broadcast to each home unit, then in block 44 the question is asked whether a tier update or promotion has been requested by the CCS. Details of this are shown in Figure 6. But in general a tier adjustment occurs if the customer or player participant in a previous game has performed above a certain level. Next, if a tier adjustment occurs as sensed in block 46, then a flag is set at 47 (see step 27 in Figure 2). Finally, in block 48, the user's control unit 20 will be upgraded with the new tier level.
- Figure 7 illustrates the CCS functionally with regards to scoring. Once games become active a storage area is set aside at 51 for each different tier level. The scoring routine then waits for connections from control units 52. Once a control unit connects to the CCS 53 the scores are received from the control unit along with the corresponding tier level for the players using the unit 54. Once the scores for the home unit have been received they are stored in the corresponding tier storage area 55. When sufficient scores have been received by the CCS to satisfy the scoring criteria for the game and/or game event the CCS generates the results and these are stored in 56. They are then transmitted to the control units using the transmission path.
- Figure 8 illustrates the procedure for Tier Adjustment.
- a set of criteria for each game would be established to control the adjustment of tier levels for any players for any games.
- An example of criteria for tier adjustment might be that if the player achieved a score within the top five percent within a given tier, then they might be advanced to the next tier. Conversely a player score within the lowest five percent of a tier may result in a tier demotion. Consistency of scoring over a number of games may also be taken into account.
- the control unit will decide itself if and when tier adjustment should occur. Following the participation in a game 61A, and the transmission of the control unit's scores to the CCS 62A, once this has been done the Control Unit waits for the results broadcast from the CCS 63A. Once this has been received the Control Unit can then decide whether or not the current Player's scores make them eligible for a tier adjustment 64A. If this is the case then the tier adjustment is made and stored in the Control Unit's permanent memory storage at 65A and the results of the adjustment are displayed to the user. Following this step the overall results for the game are displayed to put the Control Units standing into context at 67A.
- management information system 22 typically in most cases, customers or players compete only against other customers in that tier. However, there is the capability to allow competition between players in any range of tiers. Thus with this flexibility, there may be occasional "open" tournaments as well as stratified tournaments. In addition, the MIS can handle a multitude of different situations for any given game at any given time. There are many different ways in which the event might be tiered.
- the early game can be an open game where all tiers are lumped together; in contrast, at 8:00pm when there are likely to be many players in stiff competition, then the event could be scheduled for all the available skill levels or tiers.
- the CCS is notified of the tiering scheme as well as the management information system so they can both perform their tasks accordingly.
- the MIS has been designed to facilitate the effort in determining individual advancements. They system also easily allows for modifications by the competition committee. For example, if a limitation on the number of players to advance is desired, or a special exception should be made, there is this capability.
- the present invention provides that the customer/players play games or compete against other members of similar skill level. They are challenged by their level of competition and moreover they are rewarded as they move up the tier ladder. Furthermore, they are not frustrated by comparing their scores to that of top tier level or legend players. They are encouraged by seeing their scores improve against players who are of similar experience and skill.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Computer Networks & Wireless Communication (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
- Pinball Game Machines (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Telephonic Communication Services (AREA)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US453403 | 1995-05-30 | ||
US08/453,403 US5813913A (en) | 1995-05-30 | 1995-05-30 | Game of skill playable by remote participants in conjunction with a common game event where participants are grouped as to skill level |
Publications (2)
Publication Number | Publication Date |
---|---|
EP0745412A1 true EP0745412A1 (de) | 1996-12-04 |
EP0745412B1 EP0745412B1 (de) | 2000-03-15 |
Family
ID=23800440
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP96303867A Expired - Lifetime EP0745412B1 (de) | 1995-05-30 | 1996-05-30 | Vorrichtung und Verfahren zum Spielen eines Spieles oder Spielereignisses |
Country Status (8)
Country | Link |
---|---|
US (1) | US5813913A (de) |
EP (1) | EP0745412B1 (de) |
AT (1) | ATE190516T1 (de) |
DE (1) | DE69607059T2 (de) |
DK (1) | DK0745412T3 (de) |
ES (1) | ES2145383T3 (de) |
GR (1) | GR3033522T3 (de) |
PT (1) | PT745412E (de) |
Cited By (15)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1998052663A1 (en) * | 1997-05-21 | 1998-11-26 | William Robert Constantine | Competition method and means |
WO1999042187A1 (en) * | 1998-02-20 | 1999-08-26 | Intermercial A.S | Method and device for establishing contact, based on the telecommunications network, between a selection of tv-viewers and an established game program |
EP0904814A3 (de) * | 1997-09-26 | 1999-12-29 | Erfolg Ltd. | Kommunikationsspielsystem |
EP0974921A4 (de) * | 1996-06-10 | 2000-01-26 | Nurali Nurislamovich Latypov | Verfahren zum teilnehmen für entfernte teilnehmer in einem interaktiven und kopetitiven wettberberben |
EP0988876A1 (de) * | 1998-08-28 | 2000-03-29 | Two Way TV Limited | Verfahren und Vorrichtung zur Abfrage von entfernten Datenquellen |
EP1052588A2 (de) * | 1999-05-10 | 2000-11-15 | Battle Top Co., Ltd. | Rangverwendungsdienstsystem und -verfahren für online Spiele |
NL1012994C2 (nl) * | 1999-09-07 | 2001-03-08 | Gamegate Com B V | Werkwijze en systeem voor het aanbieden van een computerspel. |
GB2331686B (en) * | 1997-06-27 | 2001-11-28 | Nds Ltd | Interactive game system |
WO2002019579A2 (de) * | 2000-08-31 | 2002-03-07 | Nets Ag | Leitverfahren und leitsystem, verfahren und system zum auswerten, verteilen und austauschen von nachrichten |
WO2003013679A1 (en) * | 2001-08-03 | 2003-02-20 | Nokia Corporation | A method, system and terminal for synchronising a plurality of terminals |
WO2002080555A3 (en) * | 2000-11-03 | 2003-05-01 | Walt Disney Prod | System and method for enhanced broadcasting and interactive television |
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Also Published As
Publication number | Publication date |
---|---|
PT745412E (pt) | 2000-09-29 |
ES2145383T3 (es) | 2000-07-01 |
US5813913A (en) | 1998-09-29 |
DE69607059T2 (de) | 2000-12-14 |
DE69607059D1 (de) | 2000-04-20 |
ATE190516T1 (de) | 2000-04-15 |
DK0745412T3 (da) | 2000-07-31 |
EP0745412B1 (de) | 2000-03-15 |
GR3033522T3 (en) | 2000-09-29 |
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